Difference between revisions of "Revenant"
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== Analysis == | == Analysis == | ||
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again. The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists. | These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again. The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists. | ||
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A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area. | A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area. | ||
− | + | There a many ways to prevent a revenant from running away, allowing you to deal more damage each time it's revealed, or even killing it after the first hypnosis: | |
− | + | * [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, makes it wander around without being able to hypnotize or become invisible for a whopping 40 seconds. | |
− | EMP | + | * [[Stun (psycast)|Stun]] psycast stuns the revenant in place, but doesn't interrupt their hypnosis. |
+ | * EMP also stun the revenant in place without disrupting hypnosis. But it can reveal a hidden revenant, and will stun it for much longer (especially with high-quality [[EMP launcher]]s). Legendary EMP launchers can stun revenants indefinitely. | ||
+ | * [[Beckon]] psycast prevents the revenant from running away, but it will wake up when taking damage. [[Skip]] psycast also prevents them from running away. | ||
− | + | With a legendary [[EMP launcher]], or [[EMP grenade]] and [[vertigo pulse]], you can completely prevent revenants from running away or hiding. This makes capturing and harvesting from them manageable. | |
Executing the revenant also resets the "Bioferrite Extracted" cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite > execute > capture process. | Executing the revenant also resets the "Bioferrite Extracted" cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite > execute > capture process. |
Revision as of 07:46, 5 December 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General but also infobox and categories. |
Revenant
A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.
Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.
A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or fire.
Base Stats
Pawn Stats
- Combat Power
- 300
- Move Speed
- 3.2 c/s
- Health Scale
- 1000% HP
- Body Size
- 1
- Mass
- 60 kg
- Diet
- none
- Life Expectancy
- 1000 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 200%
- Toxic Resistance
- 100%
Melee Combat
- Attack
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 0.93
Containment
- Min Containment Strength
- 80
- Knowledge Gain
- 3 Advanced
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB 45 days
- defName
- Revenant
The Revenant is an advanced entity added by the Anomaly DLC.
Occurrence
Revenants may spawn as an Entity event when a colony has at least five colonists and the Monolith is at at least level 1. Be warned: temporary pawns do count towards the total. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and Void provocation is performed. A known entity will be summoned instead.
Alternatively, one can acquire a revenant spine from a Mysterious Cargo quest as a piece of cargo. The revenant will reform after some time, or when placed into containment. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?. |
The Revenant is an advanced entity hunting for humans to hypnotize.
Pawns that have been caught by a Revenant will be plagued by a condition called Revenant Hypnosis, which caps consciousness at 10%, leaving them downed indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide on a random tile far away from where it was revealed, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed. The unnatural healing ability or a healer mech serum also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.
While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. [Filth Tracking?]
Can be revealed by:
- Any damage, including by missed shots happening to hit the revenant.
- EMP damage.
- Disruptor flares
- Firefoam
- The waterskip and vertigo pulse psycasts.
Upon death, the revenant will dissolve and be replaced with a revenant spine, which will unlock the Revenant invisibility dark research project. It will also stain the ground around it with an oily looking black stain filth. The spine can be hauled like an item, carried to a holding platform to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a shard. Note that a spine will eventually reform into revenant if not destroyed. You will get a warning letter before the revenant emerge.
If a revenant is damaged during its attack, it'll drop a revenant flesh chunk. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail and also provide a warning when a pawn is near the revenant, indicated by an exclamation mark above the pawn's head. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.
Revenants have a psychic sensitivity of 200% and a toxic resistance of 100%.
They have a Stagger Time Multiplier of ×0%, making them immune to stagger.
Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away.
If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. [Attacking?]
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack.
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.
Yield
This section has been suggested for recoding. Reason: '. You can help RimWorld Wiki by improving it. |
- The revenant yields 4 bioferrite and 200W per day.
- Min containment strength 80
- Base escape interval: MTB 45 days.
- Studiable 120000
- Advanced
- 3 knowledge
- requires holding platform
- Requires monolith level 1 for study.
Analysis
These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again. The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.
A Proximity detector is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.
There a many ways to prevent a revenant from running away, allowing you to deal more damage each time it's revealed, or even killing it after the first hypnosis:
- Vertigo pulse reveals the revenant, disrupts its hypnosis, makes it wander around without being able to hypnotize or become invisible for a whopping 40 seconds.
- Stun psycast stuns the revenant in place, but doesn't interrupt their hypnosis.
- EMP also stun the revenant in place without disrupting hypnosis. But it can reveal a hidden revenant, and will stun it for much longer (especially with high-quality EMP launchers). Legendary EMP launchers can stun revenants indefinitely.
- Beckon psycast prevents the revenant from running away, but it will wake up when taking damage. Skip psycast also prevents them from running away.
With a legendary EMP launcher, or EMP grenade and vertigo pulse, you can completely prevent revenants from running away or hiding. This makes capturing and harvesting from them manageable.
Executing the revenant also resets the "Bioferrite Extracted" cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite > execute > capture process.
Hunting the revenant
Revenants only move fast when fleeing. If they are injured enough, they will become slower than humans when invisible. After analyzing 2 flesh chunks, the trail will be long enough to reliably catch a slow revenant.
EMP grenades can be used to reveal and stun invisible revenants. With practice, it's possible to aim the throw ahead of the trail and catch a them. See the grenade aiming section for how far to aim ahead. The speed of the revenant can by approximated by comparing the distance covered by its trail and the distance by a normal pawn in the same duration.
Version history
- Anomaly DLC Release - Added.
- Version/1.5.4069 - Revenant flammability reduced to 0%, effectively fireproof.